Dayz Explorer 1.28.160049
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meleeattack.c
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2{
4 {
7 }
8
9 override bool CanPlay(PlayerBase player)
10 {
11 return true;
12 }
13
14 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
15 {
16 if( type_other == EPlayerSoundEventType.DAMAGE )
17 {
18 return false;
19 }
20 return true;
21 }
22
23 override void OnEnd()
24 {
25 super.OnEnd();
26 if(m_Player)
27 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(800);
28 }
29}
30
32{
34 {
35 m_ID = EPlayerSoundEventID.MELEE_ATTACK_LIGHT;
37 }
38}
39
40class MeleeAttackHeavyEvent extends MeleeAttackSoundEvents
41{
42 void MeleeAttackHeavyEvent()
43 {
44 m_ID = EPlayerSoundEventID.MELEE_ATTACK_HEAVY;
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
DayZPlayer m_Player
Definition hand_events.c:42
void MeleeAttackSoundEvents()
Definition meleeattack.c:34
class MeleeAttackSoundEvents extends PlayerSoundEventBase MeleeAttackLightEvent()
Definition meleeattack.c:33
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition meleeattack.c:45
override void OnEnd()
Definition meleeattack.c:54
override bool CanPlay()
Definition mindstates.c:16
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
eSoundHandlers
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89